• 0

    posted a message on [1.12] Crash on world load, doesn't show log/dump.

    I'll happily give any information you need, just let me k now what it is. Let's see...



    CPU: AMD FX-6300

    Graphics: AMD Radeon R7 360 Series

    Posted in: Java Edition Support
  • 0

    posted a message on Carpenter's Blocks

    Hey there. How do you prefer bug reports to be handled? I'll just post this here for now. The Carpenter's Garage Door becomes unbreakable if you interact with it after placing it too highly above the ground. This behavior appears to start if there are six air blocks between it and the ground. I used the last durability of an iron axe attempting to break it as well, which caused a phantom item glitch. Edit: and you're unable to place blocks in the air spaces beneath the door. If it makes a difference, these bugs occurred were before I retextured the the doors.


    Double edit: I'm using the mod in FTB Infinity Evolved, 1.7, version 2.6.0 of the modpack itself. If you've addressed these bugs since then, disregard obviously.


    Really enjoying the mod. Hopefully it becomes one of the venerable ones that stick around, like IC2 or Buildcraft. Very versatile, kind of the be-all, end-all deco mod.

    Posted in: Minecraft Mods
  • 1

    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]

    Decided to give the mod another go. I was an early adopter, there should be a post by me on one of the very first pages of this very long thread. Since those days, the biggest improvement is clearly to the research minigame. The mechanics now encourage the player to learn a few aspects, the mechanics mesh with the idea of the mod quite well.


    Infusion crafting is still just as fickle as I remember it. Having a primal charm get eaten feels just as terrible at it did when it the mod was younger, especially if you emptied your coffers to craft it. It's also easy to hit a wall where you have no idea what to scan to progress, sending you running to the spoiler section in the wiki or a walkthrough. Do I need to find a dungeon? Go all the way to The End? A few of the machines are still unintuitive to use as well, and even now that I understand how most of them work I find myself forgetting that the wand is necessary to initiate some things, but not others. Honestly, I'd be happy to see that caveat go altogether, despite how thematic it is. I also voted for the removal of tubes, while it doesn't take long to figure out their quirks, I feel they could be made to work intuitively (read: no more clogs) without hurting anything.


    Still, I hope this is read as constructive criticism rather than bellyaching. This is still, perhaps, the best Minecraft mod.

    Posted in: Minecraft Mods
  • 0

    posted a message on bspkrs' mods (ArmorStatusHUD, DirectionHUD, StatusEffectHUD)
    Cool mod. I'd probably use it if it didn't come with an extra dependency.
    Posted in: Minecraft Mods
  • 1

    posted a message on The Betweenlands ~ A dark, hostile environment...
    I mean... It looks great, it really does, but this mod is the textbook definition of vaporware.
    Posted in: Minecraft Mods
  • 0

    posted a message on Ars Magica 2 - Version 1.4.0.009 (Updated February 8, 2016)
    Thanks for the quick reply.

    I was indeed in normal casting mode, which I suspect is the default. And I suspect you're right about the altar; I just kept feeding it whatever items it wanted. How do I stop it and finish the book before it explodes?

    One more thing, the difference between filled and empty in the mana/overheat bars is pretty subtle. I thought it was a bug or something at first. Even knowing the difference, I still have to look at it pretty hard to tell.
    Posted in: Minecraft Mods
  • 0

    posted a message on Ars Magica 2 - Version 1.4.0.009 (Updated February 8, 2016)
    Fantastic mod.

    I made the best kind of crafting altar I could with the materials I had, and made the most simple spell I could with the points given initially. It resulted in a spell that was way too expensive for me to cast. Not sure what to do, I created the cobble/glass crafting altar, hoping it would result in a spell I could actually use

    I attempted the same spell with that one and the altar exploded, destroying a chunk of my compound and killing me instantly. In game design, this is known as a beginner's trap.

    Also, why not make the initial crafting altars smaller and less overwhelming to build? Although not difficult, it's a bit tedious considering it's necessary before anything interesting happens.

    So my question is: why did my crafting altar explode, and how do I prevent it in the future? I'm perusing the wiki and the compendium for a solution as well.
    Posted in: Minecraft Mods
  • 0

    posted a message on Unique Artifacts - Powerful, Randomly Generated Items - 1.1.3 Bug Fixin's
    Hah, hey Draco. May not remember me, but it's Vogner from the Forge forums, we signed up around the same time and used to post in the same threads a lot. Your mod looks awesome, keep it up!
    Posted in: Minecraft Mods
  • 0

    posted a message on Extended Enchants [1.6.2]
    One of my favorite new mods. I find myself using this content more than much larger mods, tbh. Only problem is it's possible to deck out a piece of gear so much that it can't be repaired - "Too expensive!".
    Posted in: Minecraft Mods
  • 6

    posted a message on Equivalent Exchange 3 - 0.1.142
    As much as I miss the old EE, every world I made with it installed ultimately just felt like creative mode, with all the stuff you could do. That's what EE was back then: work your way toward creative mode. I used to get flamed big time for saying so... But hey, looks like the world has come to see things my way, yet again...
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.5] Icons and Block Textures
    Alright, so I've been supplying this thread as a reference for people who are having trouble with 1.5, and they're not getting it. I think I found the point of confusion, however.

    the /mods folder needs to go inside the zip folder containing your mod. So if your mod is called LotsOBlocks or whatever, your zip folder will need to be filled with at least two folders at its root, LotsOBlocks and mods. The mods folder will contain all the folders that contain your textures.
    Posted in: Tutorials
  • 0

    posted a message on [1.5] Icons and Block Textures
    Quote from Naruto1310

    What about TextureFX? Like the compass or clock.
    Gone, with all other procedurally generated textures. I'll miss it a bit, tbh, as I had gained a bunch of experience working with that stuff recently, mais c'est la vie.

    Now you have sprite sheets and .txt files. Check minecraft.jar's textures folder.
    Posted in: Tutorials
  • 1

    posted a message on ExtrabiomesXL Universal 3.16.3 for MC 1.7.10
    Ah, figured it out, or rather somebody figured it out for me. For those who care, if a block is going to be used as a topBlock or fillerBlock, it has to be within the limits of a byte, a la vanilla Minecraft: 255. Anything beyond that will hang the game or crash it when World reaches for the block's ID.
    Posted in: Minecraft Mods
  • 0

    posted a message on Biomes O' Plenty - Over 50 new biomes, with new trees, plants, mobs, and more!
    Quote from TDWP_FTW

    I remember this being a problem back when I was on the ExtraBiomes XL team. It was a problem introduced with the Anvil world type, but we eventually got it fixed. I forget how ScottKillen fixed it (It was something to do with adding (byte) in front of some line in ChunkProviderGenerate or something), but I never ran into the problem with my mod, except when I messed around with ModLoaderMP back when I first started it.


    I figured it out, or rather somebody figured it out for me, so I'll remind you: not much point in casting to a byte when the number is above 255. :P

    Anyways, much appreciated, and several of your biomes are excellent.
    Posted in: Minecraft Mods
  • 0

    posted a message on [Forge] Biomes with non-vanilla blocks
    Quote from RedFoxy3

    The filler and top blocks can only be under the old block ID limit because they're bytes.


    That did it. Thanks for helping!
    Posted in: Modification Development
  • To post a comment, please or register a new account.